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ships.Interface.PreEngineeredVariant

github-actions[bot] edited this page Aug 26, 2026 · 73 revisions

@elite-dangerous-almanac/core / ships / PreEngineeredVariant

Interface: PreEngineeredVariant

Defined in: src/ships/pre-engineered.ts:85

One pre-engineered module variant — a pairing of a stock module with the engineering identity it ships with, not a module in its own right.

Properties

acquisition

readonly acquisition: PreEngineeredAcquisition

Defined in: src/ships/pre-engineered.ts:118

Where the variant comes from.


blueprintSymbol

readonly blueprintSymbol: string

Defined in: src/ships/pre-engineered.ts:108

The Frontier id written in Engineering.BlueprintName, e.g. "RailGun_LongShot" or "Decorative_Red".

Remarks

Most ids join to BLUEPRINTS. A festive Decorative_* id does not, because it identifies a fixed reward article rather than a recipe a player can apply. On any reward variant the id identifies the article rather than reproducing it. Alongside its blueprint and effect, a reward carries hand-set modifier overrides no blueprint grants — that is what makes it a reward rather than a shortcut — so rolling this recipe to this grade does not arrive at the same module, and getBlueprintCost (in ships/blueprint-costs) against it prices ordinary engineering rather than the reward. Read modifiers for what the article actually carries.


engineeringLocked?

readonly optional engineeringLocked?: true

Defined in: src/ships/pre-engineered.ts:128

Whether the article is final and accepts no further engineering.

Remarks

Present as true on the final pre-engineered Guardian, Enzyme and AX weapons. Neither a blueprint nor an experimental effect may be applied to these articles, and their baked engineering cannot be removed. Absence means this catalogue does not lock further engineering.


experimentalEffectSymbol?

readonly optional experimentalEffectSymbol?: string

Defined in: src/ships/pre-engineered.ts:116

The experimental effect's Frontier symbol, e.g. "special_feedback_cascade_cooled". Joins to EXPERIMENTAL_EFFECTS. Absent when the variant carries none.


grade

readonly grade: number

Defined in: src/ships/pre-engineered.ts:110

The engineering grade already applied (1–5).


mercCoinCost?

readonly optional mercCoinCost?: number

Defined in: src/ships/pre-engineered.ts:139

The shop price in Merc Coin. Present only on mercenary rows — the other routes are not bought with a currency. Merc Coin has no credit equivalent, which is why this is separate from the credit cost a module carries.

Remarks

The purchase alone. Engineering the article above the grade it is sold at costs further Merc Coin per roll, reported as mercCoins by getBlueprintCost.


modifiers?

readonly optional modifiers?: readonly PreEngineeredModifier[]

Defined in: src/ships/pre-engineered.ts:146

The hand-set stat block the variant arrives with, sorted by label.

Absent on every mercenary row: no registry publishes the grade-1 pre-engineering those arrive with. Present on all community-goal, tech-broker and event-reward rows.


name

readonly name: string

Defined in: src/ships/pre-engineered.ts:92

The variant's display name. Festive rows include their colour so variants of the same launcher remain distinct.


symbol

readonly symbol: string

Defined in: src/ships/pre-engineered.ts:87

The base module's symbol, e.g. "Hpt_Railgun_Fixed_Medium". Joins to the module catalogues.

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